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Old 02 May 2005, 20:27   #21
CodyJarrett
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Can anybody rip these graphics?
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Old 02 May 2005, 21:11   #22
Joe Maroni
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i thought that we wait till mark maybe found his disks but if you can wait so long send me a pm with all games you like to see ripped and you will get the results...

dragonstone should be already done...
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Old 02 May 2005, 21:46   #23
ilm
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cool, you worked on the elder scrolls

always pleasant to see a 'face' behind such a wonderfull game
how about elder scrolls 4 any information
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Old 02 May 2005, 22:20   #24
BippyM
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I made a start cody, problem is sprites/tiles etc are all over the shop!

When I get time I'll continue with them
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Old 03 May 2005, 14:57   #25
Mark Jones
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Quote:
Originally Posted by Iv0
cool, you worked on the elder scrolls

always pleasant to see a 'face' behind such a wonderfull game
how about elder scrolls 4 any information
Beleive me, you really don't want to see THIS face! LOL
ES4 Oblivion is getting closer to release. Unfortunately they didn't "need" me for this one (It's the face, oviously...) but I have seen a demo about 6 months ago.

Stunning!

Mark.
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Old 03 May 2005, 14:59   #26
Mark Jones
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Quote:
Originally Posted by x_to
i thought that we wait till mark maybe found his disks but if you can wait so long send me a pm with all games you like to see ripped and you will get the results...

dragonstone should be already done...
Sorry, can't find the disks .

Mark.
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Old 03 May 2005, 14:59   #27
Mark Jones
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Quote:
Originally Posted by bippym
sprites/tiles etc are all over the shop!
Bloody programmers....
mutter....



Mark.
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Old 03 May 2005, 15:00   #28
Marcuz
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[about oblivion] alas! i hope to see your work in some new project anyway
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Old 03 May 2005, 16:13   #29
Joe Maroni
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Quote:
Bloody programmers....

with darkmere its possible to rip the graphics without creating savestates...

take all files from the disks and decrunch them (RNC1) now its possible to load every file into GFXRIP to rip them...

bippy thell us which game you are working on so that we don´t have to rip them twice...
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Old 10 May 2005, 22:22   #30
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Quote:
Beleive me, you really don't want to see THIS face! LOL
ES4 Oblivion is getting closer to release. Unfortunately they didn't "need" me for this one (It's the face, oviously...) but I have seen a demo about 6 months ago.

Stunning!

Mark.
it's a shame, those guys at Bethesda Softworks (probably ) don't know what they are missing ...
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Old 14 April 2006, 18:33   #31
Mark Jones
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Quote:
Originally Posted by Iv0
it's a shame, those guys at Bethesda Softworks (probably ) don't know what they are missing ...
Well, they did manage to release the game ! (Finally!).
I have my copy, but...
My video card's too old!!!!
Wah......

Time to upgrade...

Mark
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Old 15 April 2006, 12:33   #32
ilm
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Know the feeling, I'm able to run it.
But with 512 mb ram and a cheap videocard i got long loading times, heavy hd activity , lot's of slowdowns when outside.

That's with everything on low i even got the trees as billboards

Anyway as a student my budget is limited, so upgrading has to wait
which is actually a good thing as i haven't got the time to play it anyway
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Old 16 April 2006, 02:23   #33
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The whole Morrowind, Elder Scrolls, Oblivion series have always pretty much required the fastest Video Card for the time of each game.

Im still running a Geforce 4 Ti4400 and although it still runs alot of games quite well, it falls down completely on others!.. Someone give me some money!!!. hehe...

I remember your graphics too Mark.. your a legend in the industry.
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Old 16 April 2006, 02:37   #34
sarek2k
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@Mark Jones i LOVED cybernoid 1 and 2 and played Daggerfall for many many hours thank u for you contribution to some legends in the gaming scene!

I knew a guy who started out with OCP art studio on the amstrad 6128 he had, he got to work for several soft co's tiertex and some budget houses etc he moved on to setup his own softco with a friend of his (Cage i do believe) and they made a game for psygnosis called hero (it was never released) it's been mentioned here and i saw him making the graphics this is what got me into graphics tho i've never been that good at art or graphics (from a gaming perspective))

Still nice to see that you guys give us guys motivation to try
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Old 16 June 2006, 23:11   #35
Mark Jones
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Quote:
Originally Posted by sarek2k
@Mark Jones i LOVED cybernoid 1 and 2 and played Daggerfall for many many hours thank u for you contribution to some legends in the gaming scene!
Thanks! I OCP Artstudio - Them were the days!
Mark.
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Old 17 June 2006, 03:09   #36
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I thought the Stormlord gfx were well done. It seems like there are at 3 different versions of the title screen.
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Old 20 June 2006, 08:21   #37
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I have uploaded Total Recall save states for all levels if someone wants to rip the gamemaps and/or sprites.
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Old 20 August 2006, 03:20   #38
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well well well...

I was the main coder on Rubicon with Mark Jones, and I've literally this evening been trying to track him down...

Mark need to talk shop with you once again

As Rubi Graphics, I have "some" of Marks original files, but not a lot...

He/we used to use NeoChrome on the ST for art, as a result I have some neo files that weren't used in the finished game...

I've also got an archive .lzh file that is 754k that is full of neo files, however it is corrupted so, only 3 extract correctly.

See mush32.png and ammo.png, also not the corruption in bateram.png this is the last readable file in the lzh...

Anyone know how to fix those?
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Old 20 August 2006, 04:06   #39
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Actually here's something that will scare Mark rigid...

We used an app on the ST to make the maps for all the games, Cybernoid 1/2, Stormlord, Rubicon, and perhaps some others, it was called "blox" and was by a guy called Garry Knight...

Anyway, we used the app to do maps for ST and Amiga (Amiga versions of games usually used dual playfield mode, so it meant that each layer had to have 8 colours so it was easy for us to use and ST to do the maps...

Anyway, here are some shots I just took of Rubison level 1 ST, I couldn't find the Amiga map files...

You can see the "trigger" blocks in the first shot.

Each map had "banks" of blocks, up to four for each map. We always had two versions of bank 2, one with the trigger blocks visible, the other with a non obvious trigger block, but as far as the game was concerned the block number was the trigger block.
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Old 20 August 2006, 13:59   #40
alexh
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This is cool to be chatting to Mark Jones.

I work on Milton Park in Oxfordshire, only a few doors away from where Hewson used to be.
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